3d object in project everpano, problem with displaying panoramas on lidar scan

  • hello everyone. Please tell me how to make panoramas displayed without holes. The project was done in everpano using the lidar scanner from the iPad pro. maybe KRPANO has some tools to fix this. Or through blender. Please help!*cry*

    1 and 3 dollhouse view
    2 screen view of the tour in the usual mode



  • Hello, Klaus! Thanks for the explanation! But I'm too new to this business. can you tell me where to prescribe it?) It worked! thank you! I changed the mode to the depth. Please tell me, is it possible to make sure that when viewing a dollhouse there is some kind of panorama on the background? is this the background? here's how to make it, please tell me.


    Please tell me the easiest way to do this!

    Edited once, last by Vasilii (May 27, 2025 at 3:16 PM).

  • In the scene you probably also have a line starting with <depthmap ..

    Try to add there: backgroundurl="pathtoyourpano.jpg"

    krpano.com - Documentation - XML Reference

    Or try about the same with klaus' first suggestion.

    .. or perhaps share the pano/scene code..

    Hope it helps,

    Tuur*thumbsup*

  • this code and now when i use <display depthmaprendermode="depthmap" />

    The transition from panorama to panorama becomes like a fisheye mode from a sphere. a sphere constantly appears during the transition and the transition is not the same as it was originally in this mode - <display depthmaprendermode="3dmodel" />


    My xml


    <krpano modelPath="%VIEWER%/assets/model3d/model.obj">
    <display depthmaprendermode="depthmap" />
    <display depthbuffer="true" />
    <!-- <display depthmaprendermode="depthmap" /> -->
    <!--
      
    depthmaprendermode:
    - "depthmap" (default)
    - generates an internal 24bit depthmap image
    - fastest to load
    - no "holes", everything is "connected/filled"
    - not perfectly accurate
    - "3dmodel"
    - uses the 3d model and maps the pano onto it
    - slower because the 3d model internally needs to get sub-divided into many small triangles
    -->
    <!-- PANORAMA POSITIONS -->
    <style name="everpano3d_output_2" ox="36.000" oy="-122" oz="-355" linkedscene="scene_output_2" />
    <style name="everpano3d_output_3" ox="-109.000" oy="-165" oz="292" linkedscene="scene_output_3" />
    <style name="everpano3d_output" ox="395.000" oy="-108" oz="-318" linkedscene="scene_output" />
    <!-- SCENES -->
    <!-- model3d -->
    <scene name="scene_model3d" autoload="true" type="model3d" onstart="initial_model3d_view()" thumburl="%VIEWER%/assets/model3d/snapshot.jpg" thumbSize="250,147">
    <view hlookat="0" vlookat="0" fov="120.00" fovtype="MFOV" maxpixelzoom="2.0" fovmin="70" fovmax="140" limitview="auto" />
    <preview url="%VIEWER%/assets/model3d/preview.jpg" />
    <image ev_x="116.047" ev_y="-911.3315" ev_z="1552.62" hdir="84.141" vdir="65.681" fov="90" >
    <sphere url="%VIEWER%/assets/model3d/texture.jpg" />
    <depthmap url="%VIEWER%/assets/model3d/model.obj" rendermode="3dmodel" scale="1" textured="true" cull="front" subdiv="10000" waitforload="true" />
    </image>
    </scene>
    <!-- output_2 -->
    <scene name="scene_output_2" type="panorama" menu="true" model="true" title="output_2" alt="100" thumburl="assets/panos/output_2.tiles/snapshot.jpg" >
    <view hlookat="0" vlookat="0" fov="120" fovtype="MFOV" maxpixelzoom="2.0" fovmin="70" fovmax="140" limitview="auto" />
    <preview type="CUBESTRIP" url="%VIEWER%/assets/panos/output_2.tiles/preview.jpg" />
    <image style="everpano3D_output_2">
    <cube url="%VIEWER%/assets/panos/output_2.tiles/pano_%s.jpg" />
    <depthmap url="%VIEWER%/assets/model3d/model.obj" center="-355,122.000,-36" subdiv="10000" enabled="true" scale="1.0" />
    </image>
    </scene>
    <!-- output_3 -->
    <scene name="scene_output_3" type="panorama" menu="true" model="true" title="output_3" alt="100" thumburl="assets/panos/output_3.tiles/snapshot.jpg" >
    <view hlookat="0" vlookat="0" fov="120" fovtype="MFOV" maxpixelzoom="2.0" fovmin="70" fovmax="140" limitview="auto" />
    <preview type="CUBESTRIP" url="%VIEWER%/assets/panos/output_3.tiles/preview.jpg" />
    <image style="everpano3D_output_3">
    <cube url="%VIEWER%/assets/panos/output_3.tiles/pano_%s.jpg" />
    <depthmap url="%VIEWER%/assets/model3d/model.obj" center="292,165.000,109" subdiv="10000" enabled="true" scale="1.0" />
    </image>
    </scene>
    <!-- output -->
    <scene name="scene_output" type="panorama" menu="true" model="true" title="output" alt="100" thumburl="assets/panos/output.tiles/snapshot.jpg" >
    <view hlookat="0" vlookat="0" fov="120" fovtype="MFOV" maxpixelzoom="2.0" fovmin="70" fovmax="140" limitview="auto" />
    <preview type="CUBESTRIP" url="%VIEWER%/assets/panos/output.tiles/preview.jpg" />
    <image style="everpano3D_output">
    <cube url="%VIEWER%/assets/panos/output.tiles/pano_%s.jpg" />
    <depthmap url="%VIEWER%/assets/model3d/model.obj" center="-318,108.000,-395" subdiv="10000" enabled="true" scale="1.0" />
    </image>
    </scene>
    </krpano>

  • Klaus


    this code and now when i use <display depthmaprendermode="depthmap" />

    The transition from panorama to panorama becomes like a fisheye mode from a sphere. a sphere constantly appears during the transition and the transition is not the same as it was originally in this mode - <display depthmaprendermode="3dmodel" />


    could ypu tell me please where i must right this "backgroundurl="bgpano.jpg" or

    this "background="pano"

    Please tell me which folder to copy the panorama to, the one that will be the background. apparently if I call it "panoback.jpg" then add the same name in the xml file. And how do I remove this sphere so that it doesn't appear every time when switching from panorama to panorama so that there is a standard everpano transition?


    My xml


    <krpano modelPath="%VIEWER%/assets/model3d/model.obj">
    <display depthmaprendermode="depthmap" />
    <display depthbuffer="true" />
    <!-- <display depthmaprendermode="depthmap" /> -->
    <!--
      
    depthmaprendermode:
    - "depthmap" (default)
    - generates an internal 24bit depthmap image
    - fastest to load
    - no "holes", everything is "connected/filled"
    - not perfectly accurate
    - "3dmodel"
    - uses the 3d model and maps the pano onto it
    - slower because the 3d model internally needs to get sub-divided into many small triangles
    -->
    <!-- PANORAMA POSITIONS -->
    <style name="everpano3d_output_2" ox="36.000" oy="-122" oz="-355" linkedscene="scene_output_2" />
    <style name="everpano3d_output_3" ox="-109.000" oy="-165" oz="292" linkedscene="scene_output_3" />
    <style name="everpano3d_output" ox="395.000" oy="-108" oz="-318" linkedscene="scene_output" />
    <!-- SCENES -->
    <!-- model3d -->
    <scene name="scene_model3d" autoload="true" type="model3d" onstart="initial_model3d_view()" thumburl="%VIEWER%/assets/model3d/snapshot.jpg" thumbSize="250,147">
    <view hlookat="0" vlookat="0" fov="120.00" fovtype="MFOV" maxpixelzoom="2.0" fovmin="70" fovmax="140" limitview="auto" />
    <preview url="%VIEWER%/assets/model3d/preview.jpg" />
    <image ev_x="116.047" ev_y="-911.3315" ev_z="1552.62" hdir="84.141" vdir="65.681" fov="90" >
    <sphere url="%VIEWER%/assets/model3d/texture.jpg" />
    <depthmap url="%VIEWER%/assets/model3d/model.obj" rendermode="3dmodel" scale="1" textured="true" cull="front" subdiv="10000" waitforload="true" />
    </image>
    </scene>
    <!-- output_2 -->
    <scene name="scene_output_2" type="panorama" menu="true" model="true" title="output_2" alt="100" thumburl="assets/panos/output_2.tiles/snapshot.jpg" >
    <view hlookat="0" vlookat="0" fov="120" fovtype="MFOV" maxpixelzoom="2.0" fovmin="70" fovmax="140" limitview="auto" />
    <preview type="CUBESTRIP" url="%VIEWER%/assets/panos/output_2.tiles/preview.jpg" />
    <image style="everpano3D_output_2">
    <cube url="%VIEWER%/assets/panos/output_2.tiles/pano_%s.jpg" />
    <depthmap url="%VIEWER%/assets/model3d/model.obj" center="-355,122.000,-36" subdiv="10000" enabled="true" scale="1.0" />
    </image>
    </scene>
    <!-- output_3 -->
    <scene name="scene_output_3" type="panorama" menu="true" model="true" title="output_3" alt="100" thumburl="assets/panos/output_3.tiles/snapshot.jpg" >
    <view hlookat="0" vlookat="0" fov="120" fovtype="MFOV" maxpixelzoom="2.0" fovmin="70" fovmax="140" limitview="auto" />
    <preview type="CUBESTRIP" url="%VIEWER%/assets/panos/output_3.tiles/preview.jpg" />
    <image style="everpano3D_output_3">
    <cube url="%VIEWER%/assets/panos/output_3.tiles/pano_%s.jpg" />
    <depthmap url="%VIEWER%/assets/model3d/model.obj" center="292,165.000,109" subdiv="10000" enabled="true" scale="1.0" />
    </image>
    </scene>
    <!-- output -->
    <scene name="scene_output" type="panorama" menu="true" model="true" title="output" alt="100" thumburl="assets/panos/output.tiles/snapshot.jpg" >
    <view hlookat="0" vlookat="0" fov="120" fovtype="MFOV" maxpixelzoom="2.0" fovmin="70" fovmax="140" limitview="auto" />
    <preview type="CUBESTRIP" url="%VIEWER%/assets/panos/output.tiles/preview.jpg" />
    <image style="everpano3D_output">
    <cube url="%VIEWER%/assets/panos/output.tiles/pano_%s.jpg" />
    <depthmap url="%VIEWER%/assets/model3d/model.obj" center="-318,108.000,-395" subdiv="10000" enabled="true" scale="1.0" />
    </image>
    </scene>
    </krpano>


    and more in this mode "rendermode="depthmap""


    for some reason, artifacts appear on straight lines. they're crooked. maybe I simplified the model too much. there are holes in it.


    link https://bagurman3d.ru/biggurman/plug…tour/index.html

    Edited 3 times, last by Vasilii (May 27, 2025 at 10:28 PM).

    • New
    • Official Post

    The settings are all to add to the <depthmap> element.

    The 'fisheye-like' appearance comes from the undefined areas in the model, they are rendered only 10m far away.
    In newer krpano versions there is a farscale setting to increase the distance of these parts:
    krpano.com - Documentation - XML Reference

    About the artifacts - yes, they can be from the holes in the model. The better the model (ideally no holes), the better also the rendering.

  • The settings are all to add to the <depthmap> element.

    The 'fisheye-like' appearance comes from the undefined areas in the model, they are rendered only 10m far away.
    In newer krpano versions there is a farscale setting to increase the distance of these parts:
    https://krpano.com/docu/xml/?version=122#depthmap.farscale

    About the artifacts - yes, they can be from the holes in the model. The better the model (ideally no holes), the better also the rendering.

    Dear Klaus, Could you tell me exactly where to insert the <depthmap> parameters in the xml file? there are a lot of <depthmap> labels in the file search. I can't figure out where. I think I would have understood later if you had shown it on my xml. The distance between the panoramas is no more than 10 meters. and yet the fisheye appears. I'm asking you very much. Please help me. Next week is an important project where you will need to make a 3D model of a house flying around it on a copter. make a photogrammetry. and make panoramas nearby. It needs to be displayed without a fish eye and in depth map mode so that no holes are visible. I'll leave a download link for you to watch. https://disk.yandex.ru/d/O8g5nEiOMKcNqg

  • The settings are all to add to the <depthmap> element.

    The 'fisheye-like' appearance comes from the undefined areas in the model, they are rendered only 10m far away.
    In newer krpano versions there is a farscale setting to increase the distance of these parts:
    https://krpano.com/docu/xml/?version=122#depthmap.farscale

    About the artifacts - yes, they can be from the holes in the model. The better the model (ideally no holes), the better also the rendering.

    Hello. I've read the documentation. I sort of figured it out. But I still haven't figured out how to change the value of farscape to get rid of the fish eye. should hittest mode be set to "true"?


  • please tell me where to insert this into my xml "backgroundurl="bgpano.jpg "

    and how to specify the path to the bgpano file. Please respond


    • New
    • Official Post

    Hi,

    using a background is only possible with rendermode="3dmodel".
    With rendermode="deptmap" the pano image itself is already covering the whole 360x180 range.

    That means:

    • set <display depthmaprendermode="3dmodel" />
    • remove the background="true" from the <depthmap> elements, that settings is invalid
    • add the backgroundurl="..." to the <dethpmap> elements


    Btw - for using farscale (with rendermode="deptmap") you would need to upgrade to at least version 1.21 (using version 1.22 is unfortunately not ideally in this case, because it has some depthmap related bugs, but there will be soon a fixed 1.23 version).

    Best regards,
    Klaus

  • Hi,

    using a background is only possible with rendermode="3dmodel".
    With rendermode="deptmap" the pano image itself is already covering the whole 360x180 range.

    That means:

    • set <display depthmaprendermode="3dmodel" />
    • remove the background="true" from the <depthmap> elements, that settings is invalid
    • add the backgroundurl="..." to the <dethpmap> elements


    Btw - for using farscale (with rendermode="deptmap") you would need to upgrade to at least version 1.21 (using version 1.22 is unfortunately not ideally in this case, because it has some depthmap related bugs, but there will be soon a fixed 1.23 version).

    Best regards,
    Klaus

    Hi Klaus! I did as you wrote. Added the add the backgroundurl="..." parameter
    , but still the texture is not displayed correctly. And when moving "main.hml" to kr pano , show error


    <display depthmaprendermode="3dmodel" />


    did I specify the correct path to backgroundurl="%VIEWER%/assets/model3d/back.jpg "


    Code
    <depthmap url="%VIEWER%/assets/model3d/model.obj" rendermode="3dmodel" scale="1"
    
    
    
             backgroundurl="%VIEWER%/assets/model3d/back.jpg"
             
             
             
               hittest="true" farscale="1.0" textured="true" cull="front" subdiv="10000" waitforload="true" />

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